23. Guardroom to the Dens of Zassil’torr
The Guardroom leading to the Subterranean Dens of Zassil’torr is a critical defensive station designed to thwart any intrusion into the lizardfolk village. This location lies between the Meeting Pools and the sanctum itself, acting as a protective barrier against any uninvited outsiders or swamp-based threats.
Defending the sanctity of "The Rooted Sanctum"
A narrow, fortified chamber crafted from the natural stone of the swamp's underground reaches, the Guardroom is designed for efficiency and defense.Chamber Layout
The room is roughly oval-shaped, measuring 40 feet wide and 30 feet long. Much of the floor is submerged in shallow swamp water, with strategically placed elevated platforms for guards to stand.- The walls are etched with crude carvings of Semuanya's symbol, serving as a reminder of the divine duty of the sentries.
- The ceiling rises unevenly, with bioluminescent fungi casting a dim, greenish glow across the chamber.
Entrances and Exits
- From the Meeting Pools: A submerged tunnel leads into the Guardroom, allowing creatures from the swamp to surface. This passage is partially concealed by reeds and moss, designed to funnel intruders into a kill zone.
- To the Sanctum: A heavy, swamp-wood door reinforced with bone and sinew leads to the deeper chambers of Zassil’torr. This door can be barred and is nearly as strong as steel.
Defensive Features
- Elevated wooden platforms provide a vantage point for ranged weapons.
- Nets and traps are submerged in the water to entangle intruders.
- Signal drums are positioned in the room to alert the sanctum in case of an attack.
Role of the Guardroom
This chamber acts as the first line of defense against any threat from the outside world, whether it be adventurers, swamp creatures, or rival factions such as the Bullywugs.Primary Responsibilities
- Defend the entrance to the sanctum from intrusions.
- Monitor swamp movements from the Meeting Pools.
- Act as a choke point to delay attackers.
Significance to the Village
- Protects the sanctity of the Rooted Sanctum, including its breeding dens and Semuanya's shrine.
- Ensures the safety of the lizardfolk community from external threats.
Guardroom Culture and Practices
The lizardfolk guards stationed here are chosen for their loyalty, vigilance, and combat prowess.Daily Routines
- Rotating patrols ensure constant vigilance.
- Guard drills include underwater ambush techniques and net deployment.
- Ritual offerings to Semuanya are conducted weekly to bless the chamber and its defenders.
Guard Motivation
- The guards are deeply religious and view their service as a sacred duty to Semuanya.
- A sense of community pride drives their fierce defense of the sanctum.
Encounter Suggestions for Dungeon Masters
This guardroom presents an opportunity for a challenging and atmospheric encounter.Combat Scenario
The adventurers encounter the guards who respond to intrusion with swift aggression. The giant lizard uses its aquatic capabilities to ambush the party from below.- Stealth Scenario: Adventurers must avoid detection by using the shadows, water, and bioluminescent fungi to their advantage.
- Social Interaction: If accompanied by a friendly lizardfolk or with knowledge of the lizardfolk tongue, the party may negotiate their passage, though trust will be hard to gain.
Alert Protocol
- Guards will sound the signal drums at the first sign of trouble, summoning reinforcements from the barracks.
- If overpowered, one guard will retreat to alert the High Warden.
- Treasure:A sma ll chest near the elevated platforms contains supplies: 5 gp worth of polished swamp stones, a net of rare herbs, and a carved bone amulet of Semuanya (non-magical, but revered by the lizardfolk).
- Secret Passage: Beneath the submerged platform lies a hidden passage leading to the Meeting Pools, allowing guards to stage an ambush or retreat strategically.

Guardroom to the Dens of Zassil’torr by 3orcs
Key Details at a Glance
- Defenders: Six lizardfolk warriors, one giant lizard.
- Equipment: Bone-tipped spears, reed shields, nets.
- Defensive Features: Elevated platforms, submerged traps, signal drums.
- Threats: Intruders from the swamp, rival factions like the Bullywugs.
Defenders of the Guardroom
The chamber is manned by six lizardfolk warriors and one trained giant lizard.Lizardfolk Warriors
- Equipment: Reed-woven shields, spears tipped with sharpened bone, and nets for ensnaring intruders.
- Utilize the room's elevated platforms and submerged traps to their advantage.
- Work in coordinated groups to confuse and overwhelm attackers.
- These guards are stoic and vigilant, rarely engaging in idle chatter. They see all outsiders as potential threats.
- Acts as a secondary enforcer, patrolling the submerged areas.
- Can lunge out of the water to attack or block narrow passages.
Type
Guard post / house
Parent Location
Lizardman Guards Challenging Adventurers
The adventurers have entered the guardroom uninvited, and the lizardfolk warriors react with suspicion and hostility. The guards speak in slurred, guttural Common and occasionally lapse into their native tongue, adding a layer of tension.Guard 1 (leader):
"Whooo ssslitherz in where they not belong? Outsiderrzz, turn back, or be ssstabbed and fed to ssswamp beastzz!" Guard 2 (to his companions, in Draconic):
"They sssmell of the dry landzz. Weak, easy prey." Guard 1 (addressing adventurers):
"You have no rightzz here, no blessingzz of Ssemuanya! Ssstay or fight, we do not care which." Guard 3 (from the shadows, hissing):
"Your ssscales are bare... no kin to the brood. Why you come here? To sssteal? To defile? We do not welcome your kind!" Guard 1 (raising spear): "Only one way past—by blood. Turn back, or become offerings to the Great Egg." Guard 2 (mocking):
"Ssspeak, dry-walkerzz! Why not answer? Tonguess caught by fear or by lies?" Guard 1 (stepping forward, slamming his spear against the ground):
"Thisss is your final warning. Trespassss and your blood will stain the poolsss forever." Guard 4 (snarling, to the leader):
"Enough talk. Let them try to fight—Ssemuanya will guide our sspearzz." Guard 1 (narrowing eyes):
"Last chance, outsiderzz. Walk, swim, or die where you ssstand."
Comments